The Cultured Mod is not intended to alter the base game experience, it is only intended to enrich it and take advantage of the core game mechanics.
-All Cultures when generated will have wildly varying values, but retain their core characteristics. For example one dwarven civilization might love nature and another might absolutely abhor the natural world, but both dwarven civilizations will admire craftsmanship. The same goes for the human, elven, goblin and the various animal people civilizations.
-All Cultures will champion Martial Prowess and their respective races have the [BENIGN] tag removed, these civilizations and their citizens are not afraid to fight!
-All Giant creatures that are non-flying and are not aquatic-only are now trainable for war! Beakdogs have also been made trainable for war.
-Elves are now the same size as humans. They are no longer Keebler elves like in vanilla dwarf fortress
-Humans may now produce Steel and Pig Iron. Just like in real life. Dwarves are still exclusive to Adamantine however.
-More pieces of armor can be made with bone/scale now. Almost everything except shields/bucklers and maybe a few other exceptions I cannot recall. But you are now fully
capable of equipping your dwarves with full bone/scale armor!
-The [PRONE_TO_RAGE] tag has been removed from goblins, instead I tweaked their aggression in their personality tokens. It was
causing them to be often times getting themselves randomly maimed in adventurer mode.
-All Cultures favor Tradition, making citizens from each culture distinct from members of the same race from a different culture.
-All Cultures have had their maximum population number reduced from 10,000 to 1,000. This allows for the player to generate more cultures on bigger game worlds with lower performance hits. I've tested this on a 15 year old laptop and the difference is night and day. If you wish to increase this cap, edit the string "[MAX_POP_NUMBER:1000]" in the file "entity_default.txt".
-All Races are modified to be strictly heterosexual, making fortresses without migrants much more feasible, keeps civilization populations up despite the 1000 cap, and it creates wide spanning family trees for legends, to delve into the histories of those you have sent to their deaths. You can also check a dwarfs family history and see how vast their family trees are if you don't believe it.
-Goblins have been modified to no longer be immortal in terms of having an uncapped age. They live from 30-40 years but now they are designed to reproduce like crazy, will often produce litters, and are far more active despite their lower lifespan. This has made traveling through goblin dark fortresses much easier in my personal experience, because now there shouldn't be thousands of goblins who did nothing for hundreds of years clogging up your CPU.
-Fixed a civilization entity token bug that was causing the game to crash in world gen almost every time.
-There are probably other changes but they are so minor I'm quite unable to remember them.
If you have any questions or suggestions, feel free to ask!
Download:
http://dffd.bay12games.com/file.php?id=14948